#ifdef GL_ES
precision lowp float;
#endif
varying vec2 			v_texCoord;
uniform vec3      iResolution;
uniform float     iGlobalTime;
//uniform sampler2D CC_Texture0;

precision mediump float;
vec3 calc_pal(float x);

float snoise(in vec2 v);
float snoise(in vec3 v);
float fbm(in vec2 v, int octaves);
float fbm_abs(in vec2 v, int octaves);
float fbm(in vec3 v, int octaves);
float fbm_abs(in vec3 v, int octaves);

#define M_PI	3.14159

void main(void)
{
iResolution = vec3(1024,768,200);		
iGlobalTime = CC_Time[1];
	float t = iGlobalTime * 0.2;
	vec2 aspect = vec2(iResolution.x / iResolution.y, 1.0);
	vec2 uv = gl_FragCoord.xy / iResolution.xy;
	vec2 p = (uv * 2.0 - 1.0) * aspect + vec2(-aspect.x * 0.6, 2.0);
	
	vec2 polar = vec2(atan(p.x, p.y), length(p) * 0.4);
	//if(p.y < 0.0) polar.x = -polar.x;
	
	//gl_FragColor.xyz = vec3(polar.x / 3.14159 / 2.0 + 1.0);
	//return;
	
	float dist = polar.y;
	vec2 dom = vec2(polar.x, polar.y - t) * 2.0;
	float turb = dist + 0.67 + fbm_abs(vec3(dom, t), 6) * 0.25;
	vec3 color = calc_pal(turb * 0.95);
	
	//float stars = smoothstep(0.9, 0.98, abs(snoise(p))) * 0.4;
	//color += vec3(stars).xxx * (1.0 - smoothstep(0.0, 0.3, dot(color, color)));
	
	float planet_cracks = 1.0 - fbm_abs(vec2(polar.x * 1.1, dist * 4.2) * 2.0, 6);
	planet_cracks = (abs(sin(t * 5.0)) * 0.2 + 0.7) * planet_cracks;
	planet_cracks *= cos(dist * 0.6 * M_PI);
	vec3 planet = vec3(planet_cracks) * vec3(0.9, 0.2, 0.1);
	planet += vec3(planet_cracks * planet_cracks * planet_cracks) * vec3(0.8, 0.6, 0.1);
	
	color = mix(planet, color, smoothstep(0.7, 0.71, dist));
	
	gl_FragColor.xyz = color;
	gl_FragColor.w = 1.0;
}

vec3 calc_pal(float x)
{
	vec3 col = mix(vec3(1.0, 0.9, 0.2), vec3(0.8, 0.2, 0.1), smoothstep(1.2, 1.6, x));
	col = mix(col, vec3(0.0, 0.0, 0.0), smoothstep(1.5, 1.8, x));
	return col;
}

float fbm(in vec2 v, int octaves)
{
	float res = 0.0;
	float scale = 1.0;
	for(int i=0; i<8; i++) {
		if(i >= octaves) break;
		res += snoise(v) * scale;
		v *= vec2(2.0, 2.0);
		scale *= 0.5;
	}
	return res;
}

float fbm(in vec3 v, int octaves)
{
	float res = 0.0;
	float scale = 1.0;
	for(int i=0; i<8; i++) {
		if(i >= octaves) break;
		res += snoise(v) * scale;
		v *= vec3(2.0, 2.0, 2.0);
		scale *= 0.5;
	}
	return res;
}


float fbm_abs(in vec2 v, int octaves)
{
	float res = 0.0;
	float scale = 1.0;
	for(int i=0; i<8; i++) {
		if(i >= octaves) break;
		res += abs(snoise(v)) * scale;
		v *= vec2(2.0, 2.0);
		scale *= 0.5;
	}
	return res;
}

float fbm_abs(in vec3 v, int octaves)
{
	float res = 0.0;
	float scale = 1.0;
	for(int i=0; i<8; i++) {
		if(i >= octaves) break;
		res += abs(snoise(v)) * scale;
		v *= vec3(2.0, 2.0, 2.0);
		scale *= 0.5;
	}
	return res;
}

// -------------------------------------------------------------------
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// 

vec3 mod289(in vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec2 mod289(in vec2 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec3 permute(in vec3 x) {
  return mod289(((x*34.0)+1.0)*x);
}

float snoise(in vec2 v)
  {
  const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
                      0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
                     -0.577350269189626, // -1.0 + 2.0 * C.x
                      0.024390243902439); // 1.0 / 41.0
// First corner
  vec2 i = floor(v + dot(v, C.yy) );
  vec2 x0 = v - i + dot(i, C.xx);

// Other corners
  vec2 i1;
  //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
  //i1.y = 1.0 - i1.x;
  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  // x0 = x0 - 0.0 + 0.0 * C.xx ;
  // x1 = x0 - i1 + 1.0 * C.xx ;
  // x2 = x0 - 1.0 + 2.0 * C.xx ;
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;

// Permutations
  i = mod289(i); // Avoid truncation effects in permutation
  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));

  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
  m = m*m ;
  m = m*m ;

// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)

  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;

// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

// Compute final noise value at P
  vec3 g;
  g.x = a0.x * x0.x + h.x * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//


vec4 mod289(in vec4 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec4 permute(in vec4 x) {
     return mod289(((x*34.0)+1.0)*x);
}

vec4 taylorInvSqrt(in vec4 r)
{
  return 1.79284291400159 - 0.85373472095314 * r;
}

float snoise(in vec3 v)
{
  const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
  const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);

// First corner
  vec3 i = floor(v + dot(v, C.yyy) );
  vec3 x0 = v - i + dot(i, C.xxx) ;

// Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  // x0 = x0 - 0.0 + 0.0 * C.xxx;
  // x1 = x0 - i1 + 1.0 * C.xxx;
  // x2 = x0 - i2 + 2.0 * C.xxx;
  // x3 = x0 - 1.0 + 3.0 * C.xxx;
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y

// Permutations
  i = mod289(i);
  vec4 p = permute( permute( permute(
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3 ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)

  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4( x.xy, y.xy );
  vec4 b1 = vec4( x.zw, y.zw );

  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

  vec3 p0 = vec3(a0.xy,h.x);
  vec3 p1 = vec3(a0.zw,h.y);
  vec3 p2 = vec3(a1.xy,h.z);
  vec3 p3 = vec3(a1.zw,h.w);

//Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

// Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
                                dot(p2,x2), dot(p3,x3) ) );
}